Dark and light are the hardest in combo because they counteract each other. I've found the method of leveling each so they raise in as close proportionate ratio all the way to the number. Also, your pot will never explode unless it goes past 30%. Leaks have to be dealt with fast, and it probably isnt best to continue and waste the fewell if you wind up having to repair it.
I don't bother fixing leaks... usually easier to work around them or make them work for you. Though for chat it's a little more awkward since you don't want to up the others before you get light/dark more or less aligned. Basically for that I get them both within 3 if it isn't I kill it if it is I immediately get one of the other 3 higher then you have dark preferably close to 30 as well so if/when you leak it will be that one. Then get the last 2 within 1 and fix the one you purposefully got up. I've had to repair each time but I'm completed all 6 (big number I know!) that I was able to get light/dark in the ranges I described including 1 I was over 10 off in total. This is actually more or less how I soley every single recipe I've tried including some I've watch 2 cap players working together fail multiple times in a row...
Gah that reminds me of when me and a friend who's also 80 synergy failed to make galley kitchen like 10 times before finally getting it right. That synth sucks.
Dux Scale Mail really cap at 107? Lol. 8 Synths and not a single skillup.
Yes I took it that far and as said many a times in this thread that isn't strange to get 8 synths and no skill up... I mean assuming a 25% chance to skillup (not sure if you have shapers but that seems to be about base with kitrons) there is a 10% chance of no skillups 8 times in a row.
Hey at least it's t1 and not jacket... went 0/11 skillup at 7.5 mil each when nqs sold for 300k..m
When dark energy leaks it sucks though, since light will keep climbing as it leaks. I've had the best luck by just doing the first 2 elements up to 30 (I think ice and earth?) Then alternating dark and light until they get close. And using safety lever around 20-30 to keep from exploding. I keep ice slightly above 30 so that if there is a leak it will be ice and not dark.
Has anyone nailed the exact level of senbaak?
That's a novel approach I haven't thought of.
For high-one-ele synths I usually overshoot and try to play the leak to my advantage. Though with lunar smarts, I will also attempt to nail it more gracefully.
for multi-element synths I like to keep them level (and like you said, even more so for light/dark.)
Question though, for synths you are trying to hq, do you stop the leak or just let it go? I always try to stop any leak and purifying it to zero before ending the synth since no one is sure if it can decrease your hq chances, but I'm sure it doesn't hurt.
The only thing I've really noticed from eyeballing is that the lower the health or the more actions you preform on the furnace yields more hqs. Just conjecture though.
Almost positive the thwack to straighten it does nothing for HQing.
I just hope synergy doesn't become a dead craft. Unlike other crafts I enjoy it more (in moderate doses of course![]()
After doing alot of these I have noticed nothing effecting HQ rate other than your skill vs cap and how close you get on the elements it is looking for. For single elements right on and within one are the same rates... 2 seems slightly lower. I've done the purify and lower pressure all the way thing and would get same rates as just finishing with everything high even as ending it about to explode with 20 in some random other element
With that said I always just let shit leak. Though I plan my feeding around it and set up which one I want to leak and usually build everything up a little first. Generally I've never seen a leak below 24 I beleive so I just go to 20ish. Then pump the thing that is most helpful to leak or least hurtful of the highest required elements to where it is supposed to be and let it leak if it does. Things with light/dark are a bit of an exception since they are more of a balancing act.
What would you guys say is the most profitable craft currently? Leather, Cloth, or smithing? I'm seeing people Spam Arhat's Gi +1's... making around 20m a week... its only 25k loss for NQ and 1.5m profit on HQ.. and seems to be able to reach an easy T1 T2 HQ rate. I have bonecraft 100 +3 right now... working on getting it to 110. but even then bone seems to have no profitable synths other than a possible hexed jacket... and that's not even until i hit 110. which would cost me well over 50m that i dont have right now in skill up synths.... So.. F that.. Seems like I would have better luck lvl'ing a different craft like cloth to 100+.. any opinions? as to which and why?
You can start T1ing jackets at 109... I haven't really looked into that recently since SOA kinda completely killed my jacket market not sure if nq augmenting has brought it back any
What's the approximate break rate on a Senbaak Nagan? Assume a level ~105 Smither with capped subcrafts.
On a break, what's the chance of losing any particular material?
Chance of break assuming you're above cap on all is 5% PER craft. So, synth with 2 subs =15% chance of break . As for odds of specific mat loss that I can't answer. Some synths appear to be standard, others have certain mats or crit fails 100% (o hat). I'd use kitron Mac for sure with that synth.
The only things I really make with synergy are Iridal/Chat staves, and bullets and arrows so while HQ are nice they're not essential. I just get all elements within 1 of the target and finish if its ammo, I use the leaks to my advantage like you said but I only stop them if they're leaking away all my fewell.
In my experience, deciding factors for HQ on Synergy in no particular order:
1. The remaining durability of the furnace (this can't be understated - if you have better luck w/ surges and do the recipe in fewer feeds, you will have a better chance at HQ)
2. No explosions (though I have seen HQ off explosion before so it's not a guaranteed NQ)
3. All elements within a total of +/- 4 of the target (closer you are, better the chance of HQ, but perfect alignment isn't a guarantee)
Leaks don't seem to matter, patching them up doesn't seem to matter either. HQ tier is random just like standard synthing, so getting HQ1/2/3 is up to chance once you've gotten a HQ.
I usually get about 40-50% HQ rate on actual item synergy and more like 75-80% HQ on augments. HQ is waaaaaaaay easier on synergy than it is for standard crafting, not sure why it gets so much hate. On my server it's very profitable too, the recipes I do have profitable NQ and pay nicely on HQ (which I can usually manage about 40-50% of the time).